2D Bit Rates. 3D Bit Rates. 4×4 bpp 10×5 bpp 3x3x3 bpp 5x5x4 bpp. 5×4 bpp 10×6 bpp 4x3x3 bpp 5x5x5 bpp. 5×5 . Adaptive Scalable Texture Compression (ASTC) technology developed by Arm and AMD has been adopted as an official extension to both the OpenGL® and. Adaptative Scalable Texture Compression (ASTC) is a new texture com- pression format which is set to take the world by storm. Having been accepted as a new.
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They are able to be used with all other textures, including 1D Array Textures. Then, only do incremental high-quality recompression as assets change maybe only once per day, using “fast” mode otherwise unless you need production quality assets in-engine.
If you have time, you can provide more information to help us fix the problem faster. It supports from 1 to 4 channels, and it allows the user to control whether certain channels are correlated or not. You compressjon help the OpenGL Wiki by expanding it. As shown in the previous sections, ASTC images have a number of variables for their formats.
One alternate method that has been used in the industry is to compress assets with something like JPEG, tuning for a particular file-size reduction and trying to not trade off much quality. Leveraging a large variety of square and non-square block sizes, ASTC delivers a wide range of derived compression ratios, scaling from 8bpp down to just under 1bpp, as follows: To store alpha information, there is either 1-bit alpha using 1bpp of the encoding spaceor a second 4bpp alpha-only block for high quality alpha encoding.
ASTC does allow for flexible block sizes, but not within an image; the entire image must be compressed with the same block compression. Unity has certain default formats set up for each platform, but in some situations you may want to override the default and pick a different compression format for some of your Textures for example, if you are using a Texture as a mask, with only one channel, you might choose to use the BC4 format to save space while preserving quality.
Technologies | Adaptive Scalable Texture Compression (ASTC) – Arm Developer
It does not support alpha. The biggest issue with ETC2 are complaints about its extremely slow compression tools. While Unity supports many common image formats as source files for importing your Textures An image used when rendering a GameObject, Sprite, or UI element.
Correlating channels is comprsssion useful for color data or at least, it’s usually not too bad.
So the format does not specify if floating point values are greater than 1. ASTC offers a number of advantages over existing texture compression schemes: For textures, there are many places where smaller data saves power: One of the oldest tools in the compression market, it is no surprise it is still in heavy use today in many projects.
What is meant by “correlated” is that the two channels will be tied to the same gradient. ASTC can also compress floating-point data outside of the [0, 1] range.
Using ASTC Texture Compression for Game Assets
The following suggestions are based on qstc ARM “astcenc. Compressoin you have a texture that uses alpha to cut a hole in the middle, the parts outside of this will have a constant alpha of one. ASTC provides both correlated and uncorrelated two-channel compression. The best compression might mean the highest compression levels and lowest bit rates, but with too many artifacts.
Please tell us more about what’s missing: For qstc who want to “get right to it”, consider the general guidance below to try first when targeting the latest GPU hardware. More recently Imagination has released the PVRTC2 formats, which offer better compression quality in the same footprint.
The format enumerators are of the form:. Skip to main content. This page was last edited on 22 Novemberat Who supports ASTC technology?
It is designed to be easy to integrate with existing hardware designs that already deal textuge compressed 2D images in other formats. You’ve told us there is a spelling or grammar error on this page. This is the default texture compression format for textures without an alpha channel for Android projects. See Notes above for more on crunch compression. Thus the on-the-wire, on-disk and in RAM sizes are all key.
Start with what you are willing and able to use. Accept and hide this message. In quick testing, we used a tiny set of example ASTC textures the same used in the next chapter and compressed them with standard ZIP compression. However, almost all of these variables are specified per-blockrather than for the image as a whole.
Whether floats larger than 1.
True color with alpha. You should have at least a high design goal in mind for your project before starting to look at individual textures. By disabling cookies, some features of the site will not work. Therefore, the number of bits per pixel that ASTC takes up is determined by the block size used.
Technical documentation is available as a PDF Download. DXT tools might run x faster.